Search found 446 matches
- Mon Apr 20, 2020 8:05 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 27667
Re: Question - Is Inserter item drop position intuitive?
Incidentally, to me, personally, debating how this should work is like talking about the precedence of + and * and % and ^ in programming. Yeah, you can memorize the rules in various situations, but if it matters, then use parentheses; don't leave it to chance. Similarly, if it matters which side th...
- Mon Apr 20, 2020 8:01 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 27667
Re: Place items relative to inserter orientation instead of belt orientation
You never said what you're suggesting the change should be. "Place items relative to inserter orientation instead of belt orientation" in the title. What he and all these other posters (and I) want is, that inserters should put items into the far right quadrant of the belt*, relative to t...
- Mon Apr 20, 2020 4:04 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 27667
Re: Place items relative to inserter orientation instead of belt orientation
You never said what you're suggesting the change should be.
items have to go either on the left side or the right side. Are you suggesting it should be random? Or should it alternate? Or start on one side consistently, but fill the other side if the first side is full?
items have to go either on the left side or the right side. Are you suggesting it should be random? Or should it alternate? Or start on one side consistently, but fill the other side if the first side is full?
- Fri Apr 17, 2020 5:28 am
- Forum: Outdated/Not implemented
- Topic: Remove Fluid Barreling
- Replies: 6
- Views: 2055
Re: Remove Fluid Barreling
I use fluid barrelling all the time so robots can carry the fluids.
- Wed Apr 15, 2020 1:42 pm
- Forum: Questions, reviews and ratings
- Topic: Quickbar help
- Replies: 4
- Views: 1442
Re: Quickbar help
Well, I think it's pretty unlikely they're going to take it back out now. Certainly you can revert to an earlier version where the quickbar isn't present. You can find old versions all the way back to 0.6.4 here:
https://factorio.com/download
https://factorio.com/download
- Wed Apr 15, 2020 11:23 am
- Forum: Questions, reviews and ratings
- Topic: Quickbar help
- Replies: 4
- Views: 1442
Re: Quickbar help
Have you considered reading a few pages about the quickbar and tips on how to use it? Here's a basic introduction: https://wiki.factorio.com/Quickbar And here's an extremely detailed description of how it works and how best to use it. I'm pretty sure I wasn't fond of the quickbar either until I read...
- Wed Apr 15, 2020 6:34 am
- Forum: Fan Art
- Topic: I pay with factorio coins
- Replies: 5
- Views: 7925
Re: I pay with factorio coins
I assume among other things you use your Factorio card to buy more Factorio Pay 2 Automate credits?
- Sat Apr 11, 2020 6:38 pm
- Forum: Not a bug
- Topic: [0.18.18] white rail car indicator in "wrong" position
- Replies: 5
- Views: 1667
Re: [0.18.18] white rail car indicator in "wrong" position
I don't think they shift per signal position. I think they shift per track piece. So both lights result in the outline being over the same track pieces, whereas if the light were one more position to the right, the outline would shift to the next track piece.
- Thu Apr 09, 2020 6:35 am
- Forum: Modding help
- Topic: [Q] Is it possible to output 2 Solid Items?
- Replies: 6
- Views: 1769
Re: [Q] Is it possible to output 2 Solid Items?
It must be possible, because Kovarex enrichment outputs two different items, U-235 and U-238, at the same time.
- Fri Apr 03, 2020 5:12 pm
- Forum: Mods
- Topic: A final note about Industrial Revolution
- Replies: 13
- Views: 24610
Re: A final note about Industrial Revolution
I had the impression that players where pretty happy about IR and having their mods featured in FFF, twitch, and youtube seems to be a good predictor of modder satisfaction too. What happened to make you feel like killing your own mod is the best solution? The judgmental rebuke you implied in that ...
- Fri Apr 03, 2020 5:21 am
- Forum: Mods
- Topic: A final note about Industrial Revolution
- Replies: 13
- Views: 24610
Re: A final note about Industrial Revolution
For what it's worth, perhaps not much, I think there are a lot of us out here who enjoyed IR and still enjoy it, and who aren't even bothering to upgrade to 0.18 experimental purely because IR doesn't work with it. It's unfortunate that doing anything to stand out on the internet brings the trolls o...
- Thu Apr 02, 2020 7:33 am
- Forum: Gameplay Help
- Topic: robots version 0.17.79 when you don't have request chests
- Replies: 2
- Views: 826
Re: robots version 0.17.79 when you don't have request chests
Logistics robots are still useful if you don't have requester chests. You can set personal logistics requests and they'll deliver to you from storage chests or passive provider chests. This keeps your character all stocked up on things you use often, like belts.
- Tue Mar 31, 2020 12:30 pm
- Forum: Ideas and Suggestions
- Topic: User Interface for "less abled"
- Replies: 2
- Views: 1251
Re: User Interface for "less abled"
I agree! https://forums.factorio.com/viewtopic.php?f=6&t=35208&p=220155#p220155 I dislocated my collarbone over the summer and had to have my arm in a sling for many weeks. As a result, using a keyboard was awkward, to say the least. I tried remapping the keys to the same side as my mouse ha...
- Tue Mar 31, 2020 10:34 am
- Forum: Gameplay Help
- Topic: Radar range
- Replies: 7
- Views: 2096
Re: Radar range
Small tip, if you check the minimap with a radar in hand (assuming you are standing close to an already placed radar) Then the minimap will show the range of the radars - allowing you to align them neatly without coverage gaps. Yes, this. There's a blue shaded square that shows the radar's 7×7 chun...
- Tue Mar 31, 2020 7:31 am
- Forum: Gameplay Help
- Topic: Radar range
- Replies: 7
- Views: 2096
Re: Radar range
According to the wiki, it's 29 chunks square. https://wiki.factorio.com/Radar The Radar charts one distant chunk every time the sector scanning progress bar fills. ... This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks. With a total number of 797 chunks (29×29 − 7×7), ...
- Mon Mar 23, 2020 10:49 am
- Forum: Off topic
- Topic: Sad Weekend
- Replies: 9
- Views: 6919
Re: Sad Weekend
If she's like the rest of the world, she's probably already spent more than the game costs, just on toilet paper.
- Fri Mar 20, 2020 2:38 pm
- Forum: Ideas and Suggestions
- Topic: New Beacon Suggestion
- Replies: 7
- Views: 1321
Re: New Beacon Suggestion
Yes! If the beacons are going to have color, it would be cool if they could take on the color of the modules they contain.
- Fri Mar 20, 2020 2:36 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90009
Re: Friday Facts #339 - Beacon HR + Redesign process
What about a version that looks like the first beacon, with the thin tower and giant spire... https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif ...but then lower the tower much further into the hole? So the "eye" part of the beacon barely pokes out of the hole. Then the...
- Fri Mar 20, 2020 9:40 am
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2307
Re: Flashing icon on empty mining drills
As noted in the linked thread, Auto Deconstruct can do this for you:
https://mods.factorio.com/mod/AutoDeconstruct
They're marked with a deconstruction X, so either your bots will take care of them, or you can manually remove them if you don't have bots there.
https://mods.factorio.com/mod/AutoDeconstruct
They're marked with a deconstruction X, so either your bots will take care of them, or you can manually remove them if you don't have bots there.
- Fri Mar 20, 2020 9:37 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 23
- Views: 8961
Re: Temporary Stations = Manual train mode
Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily switches to auto mode, drives to the temp station, then switches back to manual mode. If the train was in auto mode, then it stays in auto mode when it...